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authorAntony Riakiotakis <kalast@gmail.com>2015-03-23 19:07:21 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-23 19:07:21 +0300
commitb13770215c97194aba0703d9844976f6eb3a61fb (patch)
tree6784d95c74e27d6739581b0642cf32b079a6833f
parentf5c33a2d48945482fd685c04a2d011ca5760f72d (diff)
Use linear filtering for final pass of high quality depth of field, no
need to get nearest point anymore.
-rw-r--r--source/blender/gpu/intern/gpu_compositing.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c
index 96de0db0acb..7b2aca65324 100644
--- a/source/blender/gpu/intern/gpu_compositing.c
+++ b/source/blender/gpu/intern/gpu_compositing.c
@@ -960,11 +960,11 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
- GPU_texture_filter_mode(fx->dof_near_blur, false, false);
+ GPU_texture_filter_mode(fx->dof_near_blur, false, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
- GPU_texture_filter_mode(fx->dof_far_blur, false, false);
+ GPU_texture_filter_mode(fx->dof_far_blur, false, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);